﻿Shader "SongShaderDemo/UVMove"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
		_Color("Color",Color) = (1,1,1,0)   //颜色，一般用fixed4
		_Speed("Speed",float) = 1  //幅度
    }
    SubShader
    {
		Tags { "RenderType" = "TransparentCutout" "IgnoreProjector" = "True" "Queue" = "Transparent" }
        LOD 100
		   Blend SrcAlpha OneMinusSrcAlpha
        Pass
        {
			Cull Off
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
         

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
			fixed4 _Color;
			float _Speed;
            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                // sample the texture
				fixed2 uv = fixed2(i.uv.x,i.uv.y+_Speed*_Time.y);
                fixed4 col = tex2D(_MainTex, uv);
				fixed4 newCol = fixed4(col.rgb * _Color.rgb, col.w* _Color.w);
                return newCol;
            }
            ENDCG
        }
    }
}
